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General Tabletop Discussion
*TTRPGs General
What should the players be expected to know about the setting and their characters?
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<blockquote data-quote="Numlock" data-source="post: 5568656" data-attributes="member: 6669286"><p>My solution for your problem is keeping it simple and known. Everyone knows Vikings, samurai, pirates. Using clichés works really well, because your players (not characters) know these clichés and can act accordingly.</p><p></p><p>Of course replicating Pirates of the Caribbean is also boring, so you should use the bullet points but with a known theme. Also, you should just combine two clichés into something known and new(<-This is actually in the GURPS GM book).</p><p></p><p>Examples:</p><p></p><p>Pirates of the Caribbean, but with steam power, airships and without all the mages and magic items.</p><p></p><p>Classic band of adventurers but in the Cold War.</p><p></p><p>Players will know what to expect because the presented elements are either known or simple. Trying to introduce your players into the complex and intricate world that mostly lives in your (GM's) head will only make them (players) less involved.</p><p></p><p>What also works, as mentioned above, is providing information when needed. Tell them about the myth with the <strong>big magic sword</strong> just before you start them on their quest for the <strong>big magic sword</strong></p></blockquote><p></p>
[QUOTE="Numlock, post: 5568656, member: 6669286"] My solution for your problem is keeping it simple and known. Everyone knows Vikings, samurai, pirates. Using clichés works really well, because your players (not characters) know these clichés and can act accordingly. Of course replicating Pirates of the Caribbean is also boring, so you should use the bullet points but with a known theme. Also, you should just combine two clichés into something known and new(<-This is actually in the GURPS GM book). Examples: Pirates of the Caribbean, but with steam power, airships and without all the mages and magic items. Classic band of adventurers but in the Cold War. Players will know what to expect because the presented elements are either known or simple. Trying to introduce your players into the complex and intricate world that mostly lives in your (GM's) head will only make them (players) less involved. What also works, as mentioned above, is providing information when needed. Tell them about the myth with the [b]big magic sword[/b] just before you start them on their quest for the [b]big magic sword[/b] [/QUOTE]
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What should the players be expected to know about the setting and their characters?
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